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PTS Update - Build: FC.15.20110211.2

Archived PostArchived Post Posts: 1,156,071 Arc User
edited February 2011 in PTS - The Archive
FC.15.20110211.2 Patch Notes
ETA on PTS update: 4 PM PST (GMT-8)

Known Issues:
  • Icon for the Inventor is missing in Character Creation.
  • Powers: Martial Arts: Thunderbolt Lunge: The Essence Assault advantage is working at point blank range instead of at 20'+ as indicated in the description.


General Gameplay:
  • A number of cutscenes have been reworked.
  • Subtitles in Millennium City’s flyover cutscene has been fixed to match the voice-over.
  • Ambience has been added to UNTIL Base.
  • Art errors around the high school in Westside have been corrected.
  • Tables and chairs in Club Caprice can no longer be thrown.
  • Qulaar font has been improved and is now easier to read.
  • Zombie Apocalypse: Critters: Fetterer: The Bone throw this zombie uses no longer removes travel powers.
  • Zombie Apocalypse: Critters: Plague Bearer: Critter no longer explodes multiple times after dying; it now just explodes once. Also, this explosion will now properly deal damage to nearby targets.

Missions:
  • Voice-over has been added to Zoe Loft in Brains behind the Breakout mission. The cutscene for this mission has also been adjusted to fit the voice-over timing.
  • Radiation Domination mission now completes properly.
  • UNITY: Foxbat should no longer get stuck after the initial wave of attackers in There and Bat Again mission.

Powers:
  • Typos were corrected in multiple powers descriptions.
  • Several frameworks were erroneously checking to see whether you had purchased an Energy Builder in addition to the normal requirements for purchasing certain tiers of powers within that framework. In general, this effect would be unnoticed except when doing a full respec and not purchasing an Energy Builder first. Affected frameworks were: Celestial, Ice, Munitions, Force, all of Martial Arts, and Power Armor.
  • Block: Blocking no longer generates Energy when being hurt by self-damage. This includes effects such as Dark Transfusion, as well as inventory items that damage you, such as Radioactive Warheads or Toxic Waste Barrels. This applies to all of the enhanced block powers as well.
Archetype
  • The Inventor: This new gold archetype utilizes Gadgeteering powers in the Sentinel role to provide support to his pets and allies.
Gadgeteering
  • Experimental Burst Ray (New!): A mid-ranged cone attack with somewhat erratic results. Careful not to Overheat it!
  • Experimental Burst Ray: Arcturus Cooling System (New!): Increases the chances of getting erratic results, and reduces the chances of Overheating the weapon.
  • Medical Nanites (New!): This support passive grants mild health regeneration to you and your allies. The nanites also help prevent ongoing damage, granting damage resistance to DoTs for you and your allies.
  • Sonic Blaster: Refraction of Sound: This power now has an icon.
  • Experimental Blaster: Power’s damage has been increased by ~6%. Tap cost has been reduced by ~1.5 Energy. Max charge cost has been increased by ~5.5 Energy.
  • Experimental Blaster: The Knock-up that can be applied by this power now properly applies Knock Resistance.
  • Experimental Blaster: Death Ray: This power now has an icon.
  • Bionic Shielding: Base Healing of this power has been reduced by ~22%.
  • Bionic Shielding: Healing now properly scales with Presence.
  • Bionic Shielding: This power no longer has a recharge time. Instead, players affected by Bionic Shielding get a 15s debuff that prevents them from being affected by Bionic Shielding again during that time.
  • Bionic Shielding: This power now properly has a hit FX on initial application.
  • Particle Mine: Power’s cost has been reduced by ~4 Energy, and its damage increased by ~6%.
  • Particle Mine: The recharge time of this power is now 15 seconds, down from 30 seconds.
  • Nanobot Swarm: Power’s cost has been reduced by ~10 Energy.
  • Entangling Mesh: Power’s cost has been reduced by ~2 Energy.
  • Entangling Mesh: This power now has access to the Nailed to the Ground advantage.
  • Orbital Cannon: Power’s cost has been reduced by ~9 Energy.
  • Orbital Cannon: Recharge time of this power has been reduced to 20 seconds, down from 30 seconds.
Archery
  • Quarry: Fair Game: Animation should no longer play when Fair Game procs.
  • Evasive Maneuvers: This power is now in the Movement category, moved from the Buff Self category.
Fire
  • Fire Shield: This power‘s hue can now be shifted.
  • Thermal Reverberation: This power now has a proper advanced tool-tip. This is just a tool-tip correction --no changes to the functionality of the power were made.
Might
  • Haymaker: Nullifying Punch: This power should now properly display a debuff icon.
Sorcery
  • Tyrannon's Familiar: The tool-tip for ranks 2 and 3 of this power should properly state "Golem Familiar" now, instead of "Arctic Beast".
Electricity
  • Sparkstorm: This power should now properly apply Knock Resistance when Knocking a target.
Telepathy
  • Ego Sleep: Plagued by Nightmares: This power now has an icon.
Force
  • Force Cascade: Containment Blast: When attempting to Hold a target that is already immune to Holds, the shield portion of the power should now also fail.
  • Force Sheath: This power no longer generates Energy when being hurt by self-damage. This includes effects such as Dark Transfusion, as well as inventory items that damage you, such as Radioactive Warheads or Toxic Waste Barrels.
Celestial
  • Celestial Conduit: All ranks of this power, both the Healing and Damage versions of it, should now properly chain when interacting with any rank of Illumination.
Martial Arts
  • Fighting Claws: Form of the Tiger: This power now possesses the correct name in the Retcon window.
  • Single Blade: Scything Blade: Swallowtail Cut: The tool-tip for the Bleed applied by this power now has a different icon and no longer states that it stacks up to 5 times.
Munitions
  • Two-Gun Mojo: Close the Gap: This advantage now correctly has an icon in the Retcon window.
Ice
  • Ice Form: Ranks 2 and 3 of this power now properly turn off the FX when you are not in combat.
Darkness
  • Ebon Rift: Ranks 2 and 3 of Ebon Rift should now properly spawn on top of your target instead of you.

UI:
  • The “buy full retcon token” button has been moved.
  • The ”I’m Done” button in Character Creation has been centered.
  • Unnecessary clipping in the Options menu has been fixed.
  • Missing option in “Show friendly NPC name” drop-down has been added.
  • Location of the Powers tray lock button has been adjusted.
  • Appearance updates to the Social window, Guild window, Mail window, Powers window, and Owned Powers window have been made.
  • Ranks and Advantages purchase window has been updated to match the rest of the UI.
  • Minor positioning bugs have been fixed in the Purchase Talents window.
  • The appearance of the Costume Slots window in the Character window and Tailor has been updated.
  • Text now word-wraps properly in the Social window.
  • The UI for social and searching has been reorganized. All searching now happens in the Search tab of the Social window.
  • There is now a resizable details area in the Team tab of the Social window.
  • When starting a team, you can now set your status as well.
  • Appearance of the interact buttons has been improved.
  • Interact button now always shows an icon.
  • Appearance of all crafting windows has been improved. The assemblies and fonts have been updated to match the new UI.
  • Appearance tweaks have been made to the slider widget.
  • Media player has new buttons!
  • Market House: There is now a "special" category in the item quality list.
  • Chat Bubble font has been restored to a non-bold version.
  • Backgrounds for drop-down lists have returned.
  • Various fonts have been adjusted for easier reading.
  • The appearance of the Custom Character screens for power selections has been updated. It now matches the new UI.
  • There is an updated image for Defender’s loading screen.
  • Added the ability for gold accounts to "Re-Train" their gold characters once. This allows them to change a freeform character to an archetype and vice versa.
  • All C-Store werewolf icons have been updated to clearly represent the four types: Arctic, Black, Brown, and Orange.
  • ”Buy Costume Slot” button has been added to the Tailor.
  • New large image previews for each of the C-Store werewolves (4 per type) have been added.

Items:
  • Updated all become werewolf device icons to clearly represent the four types: Arctic, Black, Brown, and Orange.
  • Chaos Elemental Action Figure: This little guy has decided to abandon Choas to become a real Chaos Elemental instead. (Typo was corrected.)
Post edited by Archived Post on
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Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    The gadget changes look nice! Can't wait to play with the new goodies.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Hmm. Interested in seeing how the new Gadget toys play out.

    The Bionic shielding change is going to hurt non-presence users a bit.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    You left out two other powers that can be abused with radioactive warheads: Defiance (generates energy, generates/refreshes stacks) and Acrobatics (puts you in combat mode, which slows you down, but lets you sustain 5 stacks of the advantage, which is much better in combat and pretty decent cross-country). Also, does Ebon Void generate Voracious Darkness stacks on self-damage?

    On the other changes, gah, so much for the last healing option that didn't require presence.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Bleh, I was hoping they would repair Mini-drive and make me want to come back :(

    Is that big of a deal to keep a slew of people happy just by undoing the changes to Mini-drive? heck if they hate ONH powers so much move it to a power and put it back to the 15 second cooldown so we can tiple stack and be happy and pay for cryptic jobs.

    -Edited for rants!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    [broken record] The Essence Assault advantage to Thunderbolt Lunge is working at point blank range, instead of requiring 20'+ as indicated in the description. [/broken record]
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Pantagruel wrote:
    but lets you sustain 5 stacks of the advantage

    It gets to 4 stacks then back to 3 then up to 4 and repeat never gets to 5 that way. (not sticking up for it :P)
    Pantagruel wrote:
    Also, does Ebon Void generate Voracious Darkness stacks on self-damage?

    with the warheads/barrels it does.

    And i'll add retaliation to your list.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Pantagruel wrote:
    You left out two other powers that can be abused with radioactive warheads: Defiance (generates energy, generates/refreshes stacks) and Acrobatics (puts you in combat mode, which slows you down, but lets you sustain 5 stacks of the advantage, which is much better in combat and pretty decent cross-country). Also, does Ebon Void generate Voracious Darkness stacks on self-damage?

    Yeah, people will keep abusing warheads until they are removed. Whats wrong with giving this quest item an expiration timer?

    In addition to what pantagruel listed, we also have warheads / protection field. Just take care of the problem at its source, warheads and toxic barrels should simply expire.
    Pantagruel wrote:
    On the other changes, gah, so much for the last healing option that didn't require presence.

    Pretty much, yeah. Also, Bionic Shielding was a perfect INT based heal with it's medium length cooldown. Now the cooldown has been replaced by a debuff that is presumably not effected by INT.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Hmm. Interested in seeing how the new Gadget toys play out.

    The Bionic shielding change is going to hurt non-presence users a bit.

    With both the scaling with PRE change and this new debuff to keep track of in order to be able to properly use the power in the first place (which likely isn't effected by int) , I think it is time for me to dump the power in favor of something else. Oh Bionic shielding how I will miss you.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    We should give it a fair shake first, at least. But yeah, I may be reconsidering my healing options now on non-presence characters. Thankfully only one of my characters has left the PH-...crap, my main with Bionic did last week.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    isometry wrote:
    Yeah, people will keep abusing warheads until they are removed. Whats wrong with giving this quest item an expiration timer?
    Well, self-damage effects don't have to do that; dark transfusion and falling don't generate any of these problems, so it's something about the way the warheads and barrels are coded.

    On reflection, I think the new Bionic Shielding may actually prove overpowered, since no level of Int would have allowed a 15s cooldown and the addition of Pre scaling could easily exceed the reduction in base value.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    [broken record] The Essence Assault advantage to Thunderbolt Lunge is working at point blank range, instead of requiring 20'+ as indicated in the description. [/broken record]

    This issue has been noted and sent off to the dev team. Thank you.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    when are we getting heavy weapons?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Pantagruel wrote:
    Well, self-damage effects don't have to do that; dark transfusion and falling don't generate any of these problems, so it's something about the way the warheads and barrels are coded.

    On reflection, I think the new Bionic Shielding may actually prove overpowered, since no level of Int would have allowed a 15s cooldown and the addition of Pre scaling could easily exceed the reduction in base value.

    Oh my. You're right. A 22% reduction in healing will be more than made up for over a given period of time by the 15s debuff, which effectively becomes its new cooldown.

    I'm actually starting to really look forward to this. I wanted to build a supportive Gadgeteer with PRE/INT, and these may well make that come true.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    I seem to be unable to unable to create an Inventor character. I can create any of the other ATs, but clicking on next does nothing when the Inventor is selected.

    Also, I'm a little disappointed in the power selection options looking at the progression. I was hoping that one of the options would be pick an attack power or pick another pet. The power chooses now are between attack toys and munibots for the first pick (why can't we get both on an inventor?) and mini drive and toxic nanites for the second pick. Now, those two powers work on 1 power (least 1 one power that I can tell) in this framework so either way it is a bad choice.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    I think I'll like Bionic better after, but it is sad that there aren't really any self heals left aside from resurgence that don't need pre scaling. On the other hand, that's probably for the best, freeform characters were a little too strong with that...

    The passive sounds like a terrific addition, but its description sounds ludicrously weak. A minor healing aura and reduced DoTs?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Dardove wrote:
    I seem to be unable to unable to create an Inventor character. I can create any of the other ATs, but clicking on next does nothing when the Inventor is selected.

    There is a file we need to import before the Inventor can be unlocked for testing. That is currently in the works. I will respond to this thread when the import has been done. :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Oh my. You're right. A 22% reduction in healing will be more than made up for over a given period of time by the 15s debuff, which effectively becomes its new cooldown.
    Though that depends on when the 15s debuff is applied. If it applies when the bionic shielding expires, the actual effective cooldown is 15s plus whatever time is required to consume the bionic shielding (depends on the foe, can be anywhere from <1s for swarms of chaff to 15s or so for slow-hitting bosses).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Why the nerf to bionic? :(

    Using superstat int and the unarmed form advantage my shield had base a 21 sec cd. With enough dodging I was able to get the cd to almost 10 seconds consistently.
    So for my main this is a 4-5 second nerf on it's cooldown and a 22% reduction in healing.
    For y build that's something like a 40% reduction in it's effectiveness.

    On edit;

    Can the storms eye prana advantage for form of the master be reduced from 3 points?
    Removing bionic from being affected by this halves the usefulness of that advantage since it would only have a noticeable effect on BCR. I don't feel the advantage is worth 3 points to reduce 1 heals cooldown especially since the only reason to get the unarmed form over the dual wield form was for that advantage which mostly helped bionic shielding a bunch.

    Please reconsider the cost for storms eye prana in light of this nerf. :(
    Thanks!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    btw, Bionic Shielding: Any chance the activation time could be reduced now that it's gonna be more used as a definite heal? That thing is like 2 hours long.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Pantagruel wrote:
    Though that depends on when the 15s debuff is applied. If it applies when the bionic shielding expires, the actual effective cooldown is 15s plus whatever time is required to consume the bionic shielding (depends on the foe, can be anywhere from <1s for swarms of chaff to 15s or so for slow-hitting bosses).

    That's a very good point... Guess we'll find out!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    btw, Bionic Shielding: Any chance the activation time could be reduced now that it's gonna be more used as a definite heal? That thing is like 2 hours long.
    It's the same as MR, and the heal/activation time ratio of bionic, even post-changes, looks like it will roughly match the healing from an untouched MR bubble.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Hehehe wonder if the debuff on Bionic can be removed with Cleansing or the Prot Field adv.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Pantagruel wrote:
    Though that depends on when the 15s debuff is applied. If it applies when the bionic shielding expires, the actual effective cooldown is 15s plus whatever time is required to consume the bionic shielding (depends on the foe, can be anywhere from <1s for swarms of chaff to 15s or so for slow-hitting bosses).

    It is applied when you use the power.

    Also looks like it uses energy whether it actually applies the bionic shielding or not.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    The new Medical Nanites passive seems to lack ranks and at least a tooltip for the team heal. Testing whether it actually works despite 0hp every 3s with 330Pre tooltip now...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Dardove wrote:
    It is applied when you use the power.

    Also looks like it uses energy whether it actually applies the bionic shielding or not.

    What a pain in the ****. I understand what they were trying to do by converting this power - trying to make it a healer's heal instead of every melee toon's self heal...but now it's basically the only heal in the game where you have to watch your target to see if the debuff is on them, lest you waste your energy.

    After they buffed Bionic Shielding with the F2P patch (It can now crit heal where before it couldn't), I more than understand the nerf. But I would have hoped they could implement something a little less annoying. If they changed it so it refunded your energy when cast on a debuffed target, or simply didn't allow you to cast on that target, then gg, there's the winner.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Ok, I just noticed a change that isn't listed. Previously as long as I had an Audacity, I got fair game when me or a pet of mine killed an enemy. Now my pets no longer trigger fair game.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    What a pain in the ****. I understand what they were trying to do by converting this power - trying to make it a healer's heal instead of every melee toon's self heal...but now it's basically the only heal in the game where you have to watch your target to see if the debuff is on them, lest you waste your energy.

    After they buffed Bionic Shielding with the F2P patch (It can now crit heal where before it couldn't), I more than understand the nerf. But I would have hoped they could implement something a little less annoying. If they changed it so it refunded your energy when cast on a debuffed target, or simply didn't allow you to cast on that target, then gg, there's the winner.

    Well this is the test server, maybe they will change it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    So, with no cooldown, you can how keep the bionic heal on your entire party simultaneously now, yes? That is different from the Live version, I think...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    ironswan wrote:
    This issue has been noted and sent off to the dev team. Thank you.

    How about you write another note about all crowd control effects and send that off to them too. While Thunderbolt Lunge is one of the more annoying CC abilities...It's certainly not the only one. Simple spamming Crashing Wave Kick provides the same effect.

    We played a few UTC High Tech Arena matches last night and man...between stuns, roots, and KB I could probably move 20% of the time.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    How about you write another note about all crowd control effects and send that off to them too. While Thunderbolt Lunge is one of the more annoying CC abilities...It's certainly not the only one. Simple spamming Crashing Wave Kick provides the same effect.
    That's just stuns being generically broken. Bindings of Araton/Crippling Coils is also charming now.
    We played a few UTC High Tech Arena matches last night and man...between stuns, roots, and KB I could probably move 20% of the time.
    Oddly enough, it wasn't too horrible for me. Possibly because I don't play a tank build and therefore prioritize not being hit in the first place (the ability to chain stuns doesn't matter when the first stun lasts long enough for me to die).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Stuff with this patch:
    • Bionic Shielding ranks up too well. Rank 1 is 644 healing per tick whereas rank 3 is 1421 healing per tick (348 PRE)
    • Medical Nanites cannot be ranked up and does not heal teammates nor pets. The tooltip also states 0 healing for teammates and pets.
    • Particle Mine is still vastly under performing when compared to Sigils of Arcane Runes.
    • Experimental Burst Ray's random effects are funny but extremely short lived, don't explain what they do, and are of little actual consequence. The Overcharge buff is either negligible or not working.

    I'm also of the opinion that the only ONH attack that need to put all other ONH attacks on cooldown is Imbue. Mini-Drive, Sonic Device and Toxic Nanites could also use a cooldown reduction. None of their effects warrant a 30 second base cooldown in my opinion.

    EDIT: Summon Shadows no longer have their special adv to drain life for the summoner.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Falchoin wrote:
    I'm also of the opinion that the only ONH attack that need to put all other ONH attacks on cooldown is Imbue. Mini-Drive, Sonic Device and Toxic Nanites could also use a cooldown reduction. None of their effects warrant a 30 second base cooldown in my opinion.
    It's probably fair on sonic device, at least until they fix stun effects; it's not worth it for damage, but a fast 3.6s stun with 100' range is pretty valuable. Agree on mini drive and toxic nanites.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Hmm. Interested in seeing how the new Gadget toys play out.

    The Bionic shielding change is going to hurt non-presence users a bit.

    Yeah, Rejuvinating Injectors is going to be a better heal.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    • Selected entries in the Powers UI are identical to unselected entries. In my first screenshot, can you tell what is selected by looking at it? Unavailable entries in the Powers UI has a more prominent selection graphic than available entries. (see screenshots 1 thru 3)

    • The Search window > Player tab has entries under the Location field that spill over into other Location fields. (see screenshot 4)

    • None of the ‘More Info…’ buttons under ‘Featured Items!’ in the Welcome tab of the C-Store actually link to the items they are referencing. For example, clicking on the Void’s ‘More Info…’ takes you to the Super-Shrinker.

    • When you’re in the Mobility Testing room in the Powerhouse, Main Lobby is spelled ‘Main LObby’. This one is an oldie but hey, new shiny buttons makes it seem new! (see screenshot 5)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Huh, this seems like a nice set of patch notes. Can't wait to see them implemente--
    ironswan wrote:
    Ice
    • Ice Form: Ranks 2 and 3 of this power now properly turn off the FX when you are not in combat.

    FFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU--@!#$%@#$!!!!111(shift+1)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    On the one hand, I like that Bionic Shielding will be more team-friendly, but as others have pointed out, a nice little macro that self-targets made it very useful for soloists. I would much prefer the power return an "invalid target" message if you try to cast it on someone w/ the debuff, rather than the power wasting the energy. Another neat idea would be if bionic shielding applied 5 stacks of the effect that heals you when you take damage, and simply never allowed more than 5 of these stacks on a single character. Thus, you could keep recasting it to keep yourself topped off at 5 stacks. Another idea would be to simply bring the recharge down to 15 seconds, but have it reduce said recharge by 5 secs when used on someone other than yourself.

    I haven't tried in the latest build, but can you change the appearance of the experimental blaster in the latest build? I know you could change the sonic gun/gadgeteering EB. That should be permitted, (if it's not already).

    I'm a little wary of the HoT passive for Gadgeteering. First off, if this effect stacks, and if you use it conjunction with the dampening field toggle from force, this could be way overpowered. Secondly, how would this compare to regen and/or BCR? This power seems like it would be a great opportunity for a lower powered, "do anything" power - have it grant a very minor HoT, RES, stat buff, and energy cost discount. This wouldn't be overpowered, even if stacked, but would still be versatile enough to be desirable as a power pick.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    NikeOnline wrote:
    So, with no cooldown, you can how keep the bionic heal on your entire party simultaneously now, yes? That is different from the Live version, I think...

    That's what I'm reading, and for a team healer that's a major buff. I always loved MR+BioShield as the emergency heal. Now you can rotate PF+BS no all five members of a team, and they're both buffed by presence. Seems needless, and seems to follow Protection Field in becoming very similar to MR. Though Bio Shielding doesn't have an energy return.

    Regardless, it is really nice to see such active development.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    biostem wrote:
    I'm a little wary of the HoT passive for Gadgeteering. First off, if this effect stacks, and if you use it conjunction with the dampening field toggle from force, this could be way overpowered.
    That's because dampening field is kinda problematic. I have trouble seeing this as being more powerful than AoRP stacking.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Haha Bionic Shileding got a buff as a self heal. 15 seconds downtime now and insane scaling at ranks 2 and 3.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    BriGuy wrote:
    Bleh, I was hoping they would repair Mini-drive and make me want to come back :(

    Is that big of a deal to keep a slew of people happy just by undoing the changes to Mini-drive? heck if they hate ONH powers so much move it to a power and put it back to the 15 second cooldown so we can tiple stack and be happy and pay for cryptic jobs.

    -Edited for rants!

    I support this message.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Damage advantage on it needs same 15 sec cooldown, cos now u can do nothing but stand and spam it on yourself, getting 3000-4000 damage every time for a measly manacost.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Kien. wrote:
    Damage advantage on it needs same 15 sec cooldown, cos now u can do nothing but stand and spam it on yourself, getting 3000-4000 damage every time for a measly manacost.

    Yeah that needs to be fixed. I'm going to have a ball with it on PTS in the meantime.

    I also think bionic shielding should throw out an invalid target error if someone has the buff already.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    • The rows found in the Search window > Super Group tab are hugeantic compared to similar rows in other parts of the UI. (see screenshot 1)

    • The Privacy Options button on the Search Tab should be proliferated to all other tabs in the Social UI. This includes the Friends, Team, and Ignored tabs.

    • Additionally, the Privacy Options button uses the wrong button type considering where it is located. It’s using the one that is meant for dropdowns inside of windows instead of the one used for dropdowns found in the gutter, which is where the button resides. As such, it does not include the same visual refinements as seen on the Randomize Costume button in the Tailor UI. (see screenshot 2)

    • Specifically:

      • The font used for the button is CCDaveGibbons instead of the default button UI font for elements that are not inside on as seen on the Friends tab > Add to Friends List button. I don’t know the name of it.. but It looks like Zoinks. <_< http://new.myfonts.com/fonts/comicraft/zoinks/

      • The button itself is not as wide as column it reveals.

    • When you have a category selected in the Auction UI (see screenshot 3), it has a highlight but after you press Search, you wind up with the category visually appearing unselected, yet it's not. (see screenshot 4).

      I still feel the Auction UI would benefit from using the graphical refinements that are presently being used in the Tailor UI, with respects to the selection of categories. (again, see screenshot 2)

    • And, lastly, mannequins by the Tailors in Millennium City no longer mime. Well.. in all fairness, they haven't mimed for a very long time.. but still.

      Why don't you mime, mannequins? T___T
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Also i should add that Shadow Embrace with Fatal Allure advantage still ignores knock resistance, it gives stacks of it, but still knocks even with 3 up.
    Also Ebon Ruin's damage-over-time, and Ego Sprites consumes Imbue charge.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    • Bionic Shielding no longer is auto-crittable with Imbue. This is inconsistent with other healing effects such as Resurgance which do consume Imbue and crit.

    • Bionic Shielding still activates and consumes energy even when it is not applied thanks to the debuff.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Falchoin wrote:
    I'm also of the opinion that the only ONH attack that need to put all other ONH attacks on cooldown is Imbue. Mini-Drive, Sonic Device and Toxic Nanites could also use a cooldown reduction. None of their effects warrant a 30 second base cooldown in my opinion
    Pantagrual wrote:
    It's probably fair on sonic device, at least until they fix stun effects; it's not worth it for damage, but a fast 3.6s stun with 100' range is pretty valuable. Agree on mini drive and toxic nanites.
    ChaosInACT wrote:
    I support this message.

    People care about Mini-drive!!! Com'on, make yourselves some money and fix it!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    BriGuy wrote:
    People care about Mini-drive!!! Com'on, make yourselves some money and fix it!

    This message has the Jeshu seal of approval.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Wow, lots of comments already. :)

    Couple of quick notes from me:

    - More changes still on the way for Gadgeteering stuff. In particular, I'm hoping to do some things with the Gadgeteering ONH powers that should make many people happy. No promises yet, as I don't have what I need to make it work, but we're working on it.

    - Heals not scaling with Presence: The description for Presence states "Affects the amount a hero heals and the amount of threat they generate." This means, iIn general, we consider heals that don't scale with Presence to be a bug, as it is an effect of Presence, not a part of the power. Several powers (Bionic Shielding being one of them) couldn't be affected by Presence because of the way the power works, but we have fixed it so it can now properly benefit from Presence. Because it couldn't be properly affected by Presence in the past, it was allowed to continue to heal for a larger amount than it should when we realized a while back that heals were healing for more than intended. Now that it can be properly affected, it is using the correct healing tables. I realize that being able to have really strong heals is awesome, but having really strong heals is something we consider to be tied directly with Presence.

    I've taken a lot of notes from this thread already, thanks for all of the feedback and bug reports everyone.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Pantagruel wrote:
    On the other changes, gah, so much for the last healing option that didn't require presence.

    BCR got a 22% nerf for non-Pre users, but you can use it twice as often. Overall that's a major buff.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    oddTodd wrote:
    BCR got a 22% nerf for non-Pre users, but you can use it twice as often. Overall that's a major buff.

    I'm still wary about the basically lost energy due to possibly hitting it before the debuff expires. I'd prefer an "invalid target" type message and not have the power fire off...
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